Author Topic: Expanded Armor Types?  (Read 4477 times)

Otcho

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Re: Expanded Armor Types?
« Reply #15 on: July 31, 2007, 12:38:32 am »
Kieve, I like that edge of the wings armor idea, very creative, the armor wouldn't limit the ability to fly if it doesn't cover the whole wing..and I'm still wondering about armor to cover the bare back between the wings

Karyuu

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Re: Expanded Armor Types?
« Reply #16 on: July 31, 2007, 12:43:09 am »
An extra armor piece just for the Klyros isn't likely to happen.

Back to armor ideas, guys. The PS artists are listening, and here's your chance to contribute ideas. Tangents are nice sometimes but not every time.
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Kieve

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Re: Expanded Armor Types?
« Reply #17 on: July 31, 2007, 02:00:35 am »
Karyuu: I'm not thinking an extra armor piece, so much as an additional texture for the wings (if memory serves me, Klyro wings are a seperate TX/map from the torso itself). I don't think it would take very much additional work to use some extra armor textures that cover the leading edge of the wing - in the same sense that all the current armors except plate still rely on the original body meshes. And since Klyros don't [wear] plate... ;)

On to more practical ideas - consistant armor style. While I like that every race has its own distinct look (following through to armor appearance) I do think perhaps for future sets a bit more default consistancy is in order. Which is to say, I think that for new armor sets, all variations of the same armor type should follow a general color scheme. IE: all "crystal armor" should be of a quartz & opal hue, with style varying between race & gender, due to body type. Just as an example.

And now I really like the idea of crystal armor (probably from Kran armorsmiths). Beautiful glittering shards set like stained glass into a network of gleaming steel... *drool*


Karyuu

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Re: Expanded Armor Types?
« Reply #18 on: July 31, 2007, 06:00:39 am »
Karyuu: I'm not thinking an extra armor piece, so much as an additional texture for the wings (if memory serves me, Klyro wings are a seperate TX/map from the torso itself). I don't think it would take very much additional work to use some extra armor textures that cover the leading edge of the wing - in the same sense that all the current armors except plate still rely on the original body meshes.

The thing is that every armor texture change relies on a separate piece of armor to go along with it. Torso, pants, gloves, boots, etc. I don't consider it worth the effort at the moment to code either a new armor piece in, or to change the code so that the torso armor changes two textures. It's just not that big of a deal right now. In the future, it's something we may consider, along with various other decorations and baubles.

Quote
I think that for new armor sets, all variations of the same armor type should follow a general color scheme. IE: all "crystal armor" should be of a quartz & opal hue, with style varying between race & gender, due to body type.

Yep, I'm with you fully there. The current armor sets are very broad ("Leather," "Chainmail") and therefore allow for a huge variety in appearance. If we have sets with more specific names and functions, we can have a more unified look.
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Otcho

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Re: Expanded Armor Types?
« Reply #19 on: July 31, 2007, 06:20:26 am »
My suggestions for armors:
Iron, Steel, Tin Armor, Mythril armor, diamond armor, adamant armor
Dark, Crystal, Azure, Brown, Blue, Red Armor
Holy Laanx or Talad Armor

Clothes:
Prisoner Clothes,
Robes

saladasalad

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Re: Expanded Armor Types?
« Reply #20 on: July 31, 2007, 06:33:09 am »
A type of armour I would like to see is a more plain style in addition to the armour style we have now. Take the ylian race for example, I really like the fancy chain and plate styles, but if you wanted to roleplay a ordinary grunt type of soldier, the gold plate we have now looks like 'elite guard' material (which is fine). But I see in a some games these days, all the types of armour are decorated with knobs and buttons and engraved patterns, without any of the sort of armour a smith would knock up as fast as possible to equip a raw recruit in time of war (I don't mean the leather or cloth types, the metal ones).

<snip>


I like that idea, something like Ned Kelly's armour that can be knocked together by anyone with an iron stock and a bit of smithing experience. If I'm going out to fight Tefusang, I'm not worried about how many fandangled horns are on my helmet or how many hours were spent crafting it, I just want something that will reduce the likelihood of one of those long sharp claws from making a shish kebab of my head.
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Kieve

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Re: Expanded Armor Types?
« Reply #21 on: July 31, 2007, 07:14:00 pm »
Ooh, temple armors. Good one, Otcho!
Although I can't see those coming into play until there's a bit more... environment to base the designs off of. IIRC, Laanx just has the one temple and as far as I know Talad's isn't yet in-game (or maybe I just haven't seen it). Either way, it'd be hard to get a feel for any designs just yet - but I [really] like the idea.


Kieve

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Re: Expanded Armor Types?
« Reply #22 on: August 02, 2007, 01:39:29 am »
Common armors sound good - I'll leave names to the Settings team, but I think more than any other, they should be fairly uniform. And of course, as plain as possible.

I'm looking forward to the point when we can start implementing some of these... =^.^=


Otcho

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Re: Expanded Armor Types?
« Reply #23 on: August 02, 2007, 02:19:34 am »
Maybe Studded armors like Studded Leather

studded leather on female
Furlined on female
Plant armor on female
Ring mail

Maybe a bone armor made from ulbernaut's bones? I'd find that really protective.